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Re: [GUIDE] How to make a well-made mod

Posted: Tue Jan 14, 2014 12:08 am
by mrpeanut188
InnocentSam wrote: And if you were making an inventory icon, a good way of doing it is to screenshot the model in fragMOTION (or whatever tool you use to convert to b3d) and edit it.
Yeah, that's what I do. With Photoshop.

Re: [GUIDE] How to make a well-made mod

Posted: Tue Jan 14, 2014 2:30 am
by Irontaco
It needs the part where it actually stops the motivational-related talk and then talks about the actual mod-making, maybe.

You should change the title of the thread a tiny itty bit, i might even sticky this.

Re: [GUIDE] How to make a well-made mod

Posted: Tue Jan 14, 2014 5:47 am
by Ikobot
Total conversion - what is mean?

Re: [GUIDE] How to make a well-made mod

Posted: Tue Jan 14, 2014 9:02 am
by InnocentSam
Irontaco wrote:It needs the part where it actually stops the motivational-related talk and then talks about the actual mod-making, maybe.

You should change the title of the thread a tiny itty bit, i might even sticky this.
If one plans to make a mod then one ought already be versed in the technical side of mod-making. I do discuss how to package the mod and release it but as far as coding goes, it's best to research Blitz3D rather than read a tutorial, and this applies to nearly all aspects of making a mod for SCPCB; research > tutorial.
If it's actual guides on modding you want, you can find a few on my mod guide page.
Ikobot wrote:Total conversion - what is mean?
Total conversion is a mod that uses the same engine but changes everything else about the game.

Re: [GUIDE] How to make a well-made mod

Posted: Thu Jan 16, 2014 3:01 am
by mrpeanut188
Irontaco wrote:i might even sticky this.
I nominate this thread for sticky.

Re: [GUIDE] Tips to making a well-made mod.

Posted: Mon Jan 20, 2014 8:58 pm
by jefery5678
thanks brah this helped a lot :106:

Re: [GUIDE] Tips to making a well-made mod.

Posted: Mon Jan 27, 2014 6:00 am
by banzaikoowaid
Somebody should make an in-depth characterization option, along with some jumping that is actually successful... :) I'm new here but still, I just don't know how to make a thread, or how this website works. And I'm sorry if I'm wasting your time with stupid suggestions and/or questions... But I feel like your the "go-to" person for matters like this.

Sincerely, A noob at SCP:CB

Re: [GUIDE] Tips to making a well-made mod.

Posted: Mon Jan 27, 2014 3:38 pm
by Cridone
banzaikoowaid wrote:Somebody should make an in-depth characterization option
Actually, I was making that mod but after a while I kinda got tired of it.
I would continue if I could learn Blitz3D.

Re: [GUIDE] Tips to making a well-made mod.

Posted: Mon Jan 27, 2014 8:26 pm
by InnocentSam
banzaikoowaid wrote:Somebody should make an in-depth characterization option, along with some jumping that is actually successful... :) I'm new here but still, I just don't know how to make a thread, or how this website works. And I'm sorry if I'm wasting your time with stupid suggestions and/or questions... But I feel like your the "go-to" person for matters like this.

Sincerely, A noob at SCP:CB
Well, I'm not really one for changing the core gameplay mechanics. I like to make addons in the literal sense that it doesn't change the game but adds onto it. Plus, jumping means you could just jump over railings everywhere :laugh:
Cridone wrote: I would continue if I could learn Blitz3D.
Cridone wrote:
I would continue if I could learn Blitz3D.
Cridone wrote:
I would continue if I could learn Blitz3D.
But it's sooooo eaaaasy :sad:

Re: [GUIDE] Tips to making a well-made mod.

Posted: Mon Jan 27, 2014 8:45 pm
by Cridone
InnocentSam wrote: But it's sooooo eaaaasy :sad:
I need to buy it, and I don't know where I can.